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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 162
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 163extern sint64 *levels;
173#endif
174 164
175#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
176 166
177/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 193 "You're feeling clumsy!",
204 "You feel less healthy", 194 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
206 "Your face gets distorted!", 198 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 199};
210const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 201 "You feel your strength return.",
212 "You feel your agility return.", 202 "You feel your agility return.",
213 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
214 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
215 "You feel your charisma return.", 207 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 208};
219const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 210 "You feel stronger.",
221 "You feel more agile.", 211 "You feel more agile.",
222 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
223 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
224 "You seem to look better.", 216 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 217};
228const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 219 "You feel weaker!",
230 "You feel clumsy!", 220 "You feel clumsy!",
231 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
232 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
233 "You look ugly!", 225 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 226};
237 227
238const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 230};
241 231
242const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 234};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 235
280/* 236/*
281 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 238 * is added to the specified stat.
283 */ 239 */
284
285void 240void
286change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
287{ 242{
288 if (value == 0) 243 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 244}
344 245
345/* 246/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 248 * 1-30 stat limit.
348 */ 249 */
349
350void 250void
351check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
352{ 252{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
357 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 257 }
360} 258}
361 259
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 261
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
373/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 272 * the object.
375 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 274 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 280 * that gives them that ability.
383 */ 281 */
384int 282int
385change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
386{ 284{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
388 char message[MAX_BUF]; 286 char message[MAX_BUF];
389 int potion_max = 0; 287 int potion_max = 0;
390 288
391 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
394 */ 292 */
395 object_pod refop = *op; 293 object_copy refop = *op;
396 294
397 if (op->type == PLAYER) 295 if (op->type == PLAYER)
398 { 296 {
399 if (tmp->type == POTION) 297 if (tmp->type == POTION)
400 { 298 {
401 potion_max = 1; 299 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
403 { 301 {
404 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
405 303 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 304
409 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
411 307
412 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
415 * to allow for that. 311 * to allow for that.
416 */ 312 */
417 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 314 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 316 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
422 }
423 if (nstat != ostat) 318 if (nstat != ostat)
424 { 319 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 321 potion_max = 0;
427 } 322 }
428 else if (i) 323 else if (i)
429 { 324 {
430 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 326 potion_max = 1;
432 } 327 }
433 } 328 }
329
434 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 332 * recalculates this anyway.
437 */ 333 */
438 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
440 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 338 } /* end of potion handling code */
442 } 339 }
443 340
444 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 342 * everything to set
446 */ 343 */
447 if (flag == -1) 344 if (flag == -1)
448 { 345 {
449 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 351 * and not the other move_ fields.
455 */ 352 */
456 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
457 } 354 }
458 355
459 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
462 */ 359 */
463 fix_player (op); 360 op->update_stats ();
464 361
465 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 363 * print out message if this is a bow.
467 */ 364 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 366 {
470 success = 1; 367 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 369 }
370
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 { 372 {
475 success = 1; 373 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 375 }
376
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 { 378 {
480 success = 1; 379 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 381 }
382
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 { 384 {
485 success = 1; 385 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 387 }
388
488 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 393 * from fly high)
506 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 408 {
508 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 410 * in that case, you don't actually land
510 */ 411 */
511 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 414 }
415
514 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 418
517 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 420 check_move_on (op, op);
519 } 421 }
520 422
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 424 * originally undead may change their status
523 */ 425 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 { 428 {
527 success = 1; 429 success = 1;
528 if (flag > 0) 430 if (flag > 0)
529 { 431 {
530 op->race = "undead"; 432 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 434 }
533 else 435 else
534 { 436 {
535 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 439 }
538 } 440 }
539 441
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 { 443 {
542 success = 1; 444 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 446 }
447
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 { 449 {
547 success = 1; 450 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 452 }
453
550 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 455 * vision
552 */ 456 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 { 458 {
644 success = 1; 548 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 550 }
647 551
648 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
650 { 554 {
651 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
653 557
654 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
661 565
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 567 }
664 } 568 }
665 569
666 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
667 { 571 {
668 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
669 { 573 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
671 { 575 {
672 success = 1; 576 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 578 }
675 } 579 }
676 } 580 }
581
677 return success; 582 return success;
678} 583}
679 584
680/* 585/*
681 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 588 */
684
685void 589void
686drain_stat (object *op) 590object::drain_stat ()
687{ 591{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
689} 593}
690 594
691void 595void
692drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
693{ 597{
694 object *tmp; 598 object *tmp;
695 archetype *at; 599 archetype *at;
696 600
697 at = find_archetype (ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
698 if (!at) 602 if (!at)
699 { 603 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 605 return;
702 } 606 }
703 else 607 else
704 { 608 {
705 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
706 if (!tmp) 611 if (!tmp)
707 { 612 {
708 tmp = arch_to_object (at); 613 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
711 } 616 }
712 } 617 }
713 618
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 621 update_stats ();
717} 622}
718 623
719/* 624/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 626 * via an applied bad_luck object.
722 */ 627 */
723
724void 628void
725change_luck (object *op, int value) 629object::change_luck (int value)
726{ 630{
727 object *tmp; 631 archetype *at = archetype::find ("luck");
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 632 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 634 else
735 { 635 {
736 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
737 if (!tmp) 638 if (!tmp)
738 { 639 {
739 if (!value) 640 if (!value)
740 return; 641 return;
642
741 tmp = arch_to_object (at); 643 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
744 } 646 }
647
745 if (value) 648 if (value)
746 { 649 {
747 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 652 * in op itself).
750 */ 653 */
751 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
752 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
753 { 657 {
754 op->stats.luck += value; 658 stats.luck += value;
755 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
756 } 660 }
757 } 661 }
758 else 662 else
759 { 663 {
760 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
761 {
762 return; 665 return;
763 } 666
764 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
766 */ 669 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 671 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 673
771 op->stats.luck += diff; 674 stats.luck += diff;
772 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
773 } 676 }
774 } 677 }
775 } 678 }
776} 679}
777 680
778/* 681/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 683 */
781
782void 684void
783remove_statbonus (object *op) 685object::remove_statbonus ()
784{ 686{
785 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
787 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 693}
800 694
801/* 695/*
802 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 697 */
804
805void 698void
806add_statbonus (object *op) 699object::add_statbonus ()
807{ 700{
808 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
810 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 707}
823 708
824/* 709/*
825 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
830 */ 715 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
834 */ 718 */
835
836void 719void
837fix_player (object *op) 720object::update_stats ()
838{ 721{
839 int i, j; 722 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
845 729
846 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 731 if (type == PLAYER)
848 { 732 {
849 for (i = 0; i < NUM_STATS; i++) 733 for (i = 0; i < NUM_STATS; i++)
850 { 734 stats.stat (i) = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 735
852 }
853 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 737 contr->encumbrance = 0;
855 738
856 op->attacktype = 0; 739 attacktype = 0;
740
857 op->contr->digestion = 0; 741 contr->digestion = 0;
858 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 746 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 747 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
875 op->slaying = 0; 752 slaying = 0;
876 753
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 754 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 755 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 758 }
882 759
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 763
895 op->path_attuned = op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
900 op->chosen_skill = NULL; 775 chosen_skill = 0;
901 776
902 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
903 * archetype clone 778 * archetype clone
904 */ 779 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
906 781
907 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
908 { 783 {
909 if (op->resist[i] > 0) 784 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
911 else 786 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
913 potion_resist[i] = 0; 789 potion_resist[i] = 0;
914 } 790 }
915 791
916 wc = op->arch->clone.stats.wc; 792 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
918 794
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 800 * that their protection from physical goes down
925 */ 801 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 803 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 806 }
931 else 807 else
932 ac = op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
933 809
934 op->stats.luck = op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
936 812
937 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
939 */ 815 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
942 { 817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
943 /* See note in map.c:update_position about making this additive 825 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here. 826 * since light sources are never applied, need to put check here.
945 */ 827 */
946 if (tmp->glow_radius > op->glow_radius) 828 if (tmp->glow_radius > glow_radius)
947 op->glow_radius = tmp->glow_radius; 829 glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function.
952 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue;
956 }
957 830
958 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
960 { 833 {
961 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
964 if (!mana_obj) 837 if (!mana_obj)
965 mana_obj = tmp; 838 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 839 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 840 mana_obj = tmp;
968 } 841 }
842
969 if (IS_GRACE_SKILL (tmp->subtype)) 843 if (IS_GRACE_SKILL (tmp->subtype))
970 { 844 {
971 if (!grace_obj) 845 if (!grace_obj)
972 grace_obj = tmp; 846 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 847 else if (tmp->level > grace_obj->level)
982 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
985 * up, etc. 859 * up, etc.
986 */ 860 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
989 { 866 {
990 if (op->type == PLAYER) 867 if (type == PLAYER)
991 { 868 {
992 if (tmp->type == BOW) 869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
993 op->contr->ranges[range_bow] = tmp; 870 if (tmp != current_weapon
994 871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 872 && !tmp->flag [FLAG_CURSED]
996 op->contr->ranges[range_misc] = tmp; 873 && !tmp->flag [FLAG_DAMNED])
874 continue;
997 875
998 for (i = 0; i < NUM_STATS; i++) 876 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 877 change_attr_value (&stats, i, tmp->stats.stat (i));
1000 878
1001 /* these are the items that currently can change digestion, regeneration, 879 /* These are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary 880 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array. 881 * list, but other items store other info into stats array.
1004 */ 882 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 883 if (tmp->type == WEAPON || tmp->type == BOW ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 884 tmp->type == ARMOUR || tmp->type == HELMET ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) || 885 tmp->type == SHIELD || tmp->type == RING ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 886 tmp->type == BOOTS || tmp->type == GLOVES ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 887 tmp->type == AMULET || tmp->type == GIRDLE ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
1011 { 891 {
1012 op->contr->digestion += tmp->stats.food; 892 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 893 contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp; 894 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 895 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 896 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power; 897 contr->item_power += tmp->item_power;
1018 } 898 }
1019 } /* if this is a player */ 899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
1020 905
1021 /* Update slots used for items */ 906 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 909 slot[i].used += tmp->slot[i].info;
1026 }
1027 910
1028 if (tmp->type == SYMPTOM) 911 if (tmp->type == SYMPTOM)
1029 { 912 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
1031 if (speed_reduce_from_disease == 0) 915 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 916 speed_reduce_from_disease = 1;
1033 } 917 }
1034 918
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 920 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 921 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 922 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 923 */
1040 if (tmp->type != POTION) 924 if (tmp->type != POTION)
1041 { 925 {
1042 for (i = 0; i < NROFATTACKS; i++) 926 for (i = 0; i < NROFATTACKS; i++)
1043 { 927 {
1044 /* Potential for cursed potions, in which case we just can use 928 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 929 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 930 */
1047 if (tmp->type == POTION_EFFECT) 931 if (tmp->type == POTION_EFFECT)
1048 { 932 {
1049 if (potion_resist[i]) 933 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else 935 else
1052 potion_resist[i] = tmp->resist[i]; 936 potion_resist[i] = tmp->resist[i];
1053 } 937 }
1054 else if (tmp->resist[i] > 0) 938 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 940 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 942 }
1059 } 943 }
1060 944
1061 /* There may be other things that should not adjust the attacktype */ 945 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 946 if (tmp->type != SYMPTOM)
947 {
1063 op->attacktype |= tmp->attacktype; 948 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 949 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 950 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 951 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 953 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 954 }
1070 955
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1072 SET_FLAG (op, FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1074 SET_FLAG (op, FLAG_REFL_SPELL); 959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1076 SET_FLAG (op, FLAG_REFL_MISSILE); 961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 963
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 965 SET_FLAG (this, FLAG_UNDEAD);
1088 966
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 968 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 969 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 970 invisible = 1;
1093 } 971 }
1094 972
1095 if (tmp->stats.exp && tmp->type != SKILL) 973 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 974 {
1097 if (tmp->stats.exp > 0) 975 if (tmp->stats.exp > 0)
1098 { 976 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 977 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 979 }
1102 else 980 else
1103 added_speed += (float) tmp->stats.exp; 981 added_speed += tmp->stats.exp;
1104 } 982 }
1105 983
1106 switch (tmp->type) 984 switch (tmp->type)
1107 { 985 {
986#if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993#endif
994
1108 /* skills modifying the character -b.t. */ 995 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 996 /* for all skills and skill granting objects */
1110 case SKILL: 997 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1000 break;
1113 1001
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1002 if (chosen_skill)
1118 { 1003 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1120 } 1010 }
1011 else
1121 op->chosen_skill = tmp; 1012 chosen_skill = tmp;
1013
1122 if (tmp->stats.dam > 0) 1014 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1015 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1017 weapon_speed = WEAPON_SPEED (tmp);
1018
1126 if (weapon_speed < 0) 1019 if (weapon_speed < 0)
1127 weapon_speed = 0; 1020 weapon_speed = 0;
1021
1128 weapon_weight = tmp->weight; 1022 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024
1130 if (tmp->magic) 1025 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1026 stats.dam += tmp->magic;
1132 } 1027 }
1028
1133 if (tmp->stats.wc) 1029 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1030 wc -= tmp->stats.wc + tmp->magic;
1135 1031
1136 if (tmp->slaying != NULL) 1032 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1033 slaying = tmp->slaying;
1138 1034
1139 if (tmp->stats.ac) 1035 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic); 1036 ac -= tmp->stats.ac + tmp->magic;
1037
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 }
1143 1041
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break; 1042 break;
1147 1043
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD: 1044 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING: 1047 case RING:
1162 case AMULET: 1048 case AMULET:
1163 case GIRDLE: 1049 case GIRDLE:
1164 case HELMET: 1050 case HELMET:
1165 case BOOTS: 1051 case BOOTS:
1166 case GLOVES: 1052 case GLOVES:
1167 case CLOAK: 1053 case CLOAK:
1168 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1055 wc -= tmp->stats.wc + tmp->magic;
1056
1057 if (tmp->stats.dam)
1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1060 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 break;
1064
1065 case BOW:
1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1170 if (tmp->stats.dam) 1070
1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072 ac -= tmp->stats.ac + tmp->magic;
1073
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1075 weapon_weight = tmp->weight;
1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1078 if (weapon_speed < 0)
1079 weapon_speed = 0;
1080
1081 slaying = tmp->slaying;
1082
1083 /* If there is desire that two handed weapons should do
1084 * extra strength damage, this is where the code should
1085 * go.
1086 */
1087
1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1092
1093 break;
1094
1095 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 contr->encumbrance += tmp->weight / 1000;
1098
1099 case BRACERS:
1100 case FORCE:
1101 if (tmp->stats.wc)
1102 {
1103 if (best_wc < tmp->stats.wc + tmp->magic)
1104 {
1105 wc += best_wc;
1106 best_wc = tmp->stats.wc + tmp->magic;
1107 }
1108 else
1109 wc += tmp->stats.wc + tmp->magic;
1110 }
1111
1172 if (tmp->stats.ac) 1112 if (tmp->stats.ac)
1113 {
1114 if (best_ac < tmp->stats.ac + tmp->magic)
1115 {
1116 ac += best_ac; /* Remove last bonus */
1117 best_ac = tmp->stats.ac + tmp->magic;
1118 }
1119 else /* To nullify the below effect */
1173 ac -= (tmp->stats.ac + tmp->magic); 1120 ac += tmp->stats.ac + tmp->magic;
1174 break; 1121 }
1175 1122
1176 case WEAPON: 1123 if (tmp->stats.wc)
1177 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 1125
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1228 break; 1132 break;
1229 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1230 } /* item is equipped */ 1134 } /* item is equipped */
1231 } /* for loop of items */ 1135 } /* for loop of items */
1232 1136
1233 /* We've gone through all the objects the player has equipped. For many things, we 1137 /* We've gone through all the objects the player has equipped. For many things, we
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1146 */
1243 for (i = 0; i < NROFATTACKS; i++) 1147 for (i = 0; i < NROFATTACKS; i++)
1244 { 1148 {
1245 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1248 } 1153 }
1249 1154
1250 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER) 1156 if (type == PLAYER)
1252 { 1157 {
1253 int pl_level; 1158 int pl_level;
1254 1159
1255 check_stat_bounds (&(op->stats)); 1160 check_stat_bounds (&(stats));
1256 pl_level = op->level; 1161 pl_level = level;
1257 1162
1258 if (pl_level < 1) 1163 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1165
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1168 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 { 1170 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1268 { 1174 {
1269 if (con_bonus[op->stats.Con] > 0) 1175 if (con_bonus[stats.Con] > 0)
1270 j++; 1176 j++;
1271 else 1177 else
1272 j--; 1178 j--;
1273 } 1179 }
1180
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1182 }
1276 1183
1277 for (i = 11; i <= op->level; i++) 1184 for (i = 11; i <= level; i++)
1278 op->stats.maxhp += 2; 1185 stats.maxhp += 2;
1279 1186
1280 if (op->stats.hp > op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1282 1189
1283 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1285 */ 1192 */
1286 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1287 if (!mana_obj) 1194 if (!mana_obj)
1288 mana_obj = op; 1195 mana_obj = this;
1196
1289 if (!grace_obj) 1197 if (!grace_obj)
1290 grace_obj = op; 1198 grace_obj = this;
1199
1291 /* set maxsp */ 1200 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1202 mana_obj = this;
1294 1203
1295 if (mana_obj == op && op->type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1298 }
1299 else 1206 else
1300 { 1207 {
1301 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1209
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 { 1211 {
1304 float stmp; 1212 float stmp;
1305 1213
1306 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1307 if (i < 2) 1215 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1217 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1219
1315 if (stmp < 1.0) 1220 if (stmp < 1.f)
1316 stmp = 1.0; 1221 stmp = 1.f;
1222
1317 sp_tmp += stmp; 1223 sp_tmp += stmp;
1318 } 1224 }
1225
1319 op->stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1320 1227
1321 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2; 1229 stats.maxsp += 2;
1323 } 1230 }
1231
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1232 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1233 if (stats.sp > stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2; 1234 stats.sp = stats.maxsp * 2;
1327 1235
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1237 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1238 grace_obj = this;
1331 1239
1332 if (grace_obj == op && op->type == PLAYER) 1240 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1241 stats.maxgrace = 1;
1335 }
1336 else 1242 else
1337 { 1243 {
1338 /* store grace in a float - this way, the divisions below don't create 1244 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1245 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1246 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1247 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1248 */
1343 sp_tmp = 0.0; 1249 sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1251 {
1346 float grace_tmp = 0.0; 1252 float grace_tmp = 0.f;
1347 1253
1348 /* Got some extra bonus at first level */ 1254 /* Got some extra bonus at first level */
1349 if (i < 2) 1255 if (i < 2)
1350 { 1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1257 else
1355 { 1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1259
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0) 1260 if (grace_tmp < 1.f)
1360 grace_tmp = 1.0; 1261 grace_tmp = 1.f;
1262
1361 sp_tmp += grace_tmp; 1263 sp_tmp += grace_tmp;
1362 } 1264 }
1265
1363 op->stats.maxgrace = (int) sp_tmp; 1266 stats.maxgrace = (sint16)sp_tmp;
1364 1267
1365 /* two grace points per level after 11 */ 1268 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++) 1269 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2; 1270 stats.maxgrace += 2;
1368 } 1271 }
1272
1369 /* No limit on grace vs maxgrace */ 1273 /* No limit on grace vs maxgrace */
1370 1274
1371 if (op->contr->braced) 1275 if (contr->braced)
1372 { 1276 {
1373 ac += 2; 1277 ac += 2;
1374 wc += 4; 1278 wc += 4;
1375 } 1279 }
1376 else 1280 else
1377 ac -= dex_bonus[op->stats.Dex]; 1281 ac -= dex_bonus[stats.Dex];
1378 1282
1379 /* In new exp/skills system, wc bonuses are related to 1283 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1284 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1285 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1286 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1289 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1290 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1291 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1292 * monster bonus the same as before. -b.t.
1389 */ 1293 */
1294 object *wc_obj = chosen_skill;
1390 1295
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1296 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1297 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1394 for (i = 1; i < wc_obj->level; i++) 1300 for (i = 1; i < wc_obj->level; i++)
1395 { 1301 {
1396 /* addtional wc every 6 levels */ 1302 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1303 if (!(i % 6))
1398 wc--; 1304 wc--;
1305
1399 /* addtional dam every 4 levels. */ 1306 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1309 }
1403 } 1310 }
1404 else 1311 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1312 wc -= level + thaco_bonus[stats.Str];
1406 1313
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1314 stats.dam += dam_bonus[stats.Str];
1408 1315
1409 if (op->stats.dam < 1) 1316 if (stats.dam < 1)
1410 op->stats.dam = 1; 1317 stats.dam = 1;
1411 1318
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1319 speed = 1.f + speed_bonus[stats.Dex];
1320
1413 if (settings.search_items && op->contr->search_str[0]) 1321 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1322 speed -= 1;
1323
1415 if (op->attacktype == 0) 1324 if (attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype; 1325 attacktype = arch->attacktype;
1417
1418 } /* End if player */ 1326 } /* End if player */
1419 1327
1420 if (added_speed >= 0) 1328 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1329 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1330 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1331 speed /= 1.f - added_speed;
1424 1332
1425 /* Max is determined by armour */ 1333 /* Max is determined by armour */
1426 if (op->speed > max) 1334 if (speed > max)
1427 op->speed = max; 1335 speed = max;
1428 1336
1429 if (op->type == PLAYER) 1337 if (type == PLAYER)
1430 { 1338 {
1431 /* f is a number the represents the number of kg above (positive num) 1339 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1340 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1341 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1342 * much above he is, and what is max carry is
1435 */ 1343 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1344 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1345 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1347 }
1440 1348
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1350
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1351 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1353 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1354 speed = speed * speed_reduce_from_disease;
1447 1355
1448 if (op->speed < 0.01 && op->type == PLAYER) 1356 if (speed < 0.01f && type == PLAYER)
1449 op->speed = 0.01; 1357 speed = 0.01f;
1450 1358
1451 if (op->type == PLAYER) 1359 if (type == PLAYER)
1452 { 1360 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1361 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1362 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1363 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1364 * that would just be a real pain to read.
1459 */ 1365 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1367 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1368 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1369 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1370 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1372
1373 K *= (4 + level) * 1.2f / (6 + level);
1374
1467 if (K <= 0) 1375 if (K <= 0.01f)
1468 K = 0.01; 1376 K = 0.01f;
1469 S = op->speed / (K * s); 1377
1470 op->contr->weapon_sp = S; 1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1379 }
1380
1472 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1383 stats.dam = arch->stats.dam * 3;
1475 1384
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1387
1492 /* if for some reason the creature doesn't have any move type, 1388 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1389 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1390 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1391 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1392 * one or the other.
1497 */ 1393 */
1498 if (op->move_type == 0) 1394 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1395 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1397 move_type &= ~MOVE_WALK;
1502 1398
1503 update_ob_speed (op); 1399 if (speed != old_speed)
1400 set_speed (speed);
1504 1401
1505 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1403 * so we will check that now.
1507 */ 1404 */
1508 if (op->type == PLAYER) 1405 if (type == PLAYER)
1406 {
1407 esrv_update_stats (contr);
1509 esrv_update_spells (op->contr); 1408 esrv_update_spells (contr);
1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1510} 1414}
1511 1415
1512/* 1416/*
1513 * Returns true if the given player is a legal class. 1417 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1418 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1419 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1420 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1421 * false otherwise.
1518 */ 1422 */
1519
1520int 1423int
1521allowed_class (const object *op) 1424allowed_class (const object *op)
1522{ 1425{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1426 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1432 && op->stats.Cha > 0;
1525} 1433}
1526 1434
1527/* 1435/*
1528 * set the new dragon name after gaining levels or 1436 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1437 * changing ability focus (later this can be extended to
1600 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1511
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1518 if (tmp->arch->archname == dragon_ability_force)
1610 abil = tmp; 1519 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == dragon_skin_force)
1612 skin = tmp; 1521 skin = tmp;
1613 } 1522
1614 }
1615 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1524 if (abil == NULL)
1617 return; 1525 return;
1618 1526
1619 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1663 if (!skill_obj) 1571 if (!skill_obj)
1664 { 1572 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666 return NULL; 1574 return NULL;
1667 } 1575 }
1576
1668 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1578 * still doesn't know it.
1670 */ 1579 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1582 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1583 insert_ob_in_ob (skill_obj, op);
1675 if (op->contr) 1584
1585 if (player *pl = op->contr)
1676 { 1586 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1679 } 1590 }
1591
1680 return skill_obj; 1592 return skill_obj;
1681} 1593}
1682
1683 1594
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1595/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1596 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1597 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1598 * don't really gain levels
1698 1609
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1611 {
1701 op->level++; 1612 op->level++;
1702 1613
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704 dragon_level_gain (who); 1615 dragon_level_gain (who);
1705 1616
1706 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1619 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1623 }
1713 1624
1714 fix_player (who); 1625 who->update_stats ();
1715 if (op->level > 1) 1626 if (op->level > 1)
1716 { 1627 {
1717 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else 1630 else
1720 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632
1721 if (who) 1633 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1635 }
1636
1724 player_lvl_adj (who, op); /* To increase more levels */ 1637 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1638 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1640 {
1728 op->level--; 1641 op->level--;
1729 fix_player (who); 1642 who->update_stats ();
1643
1730 if (op->type != PLAYER) 1644 if (op->type != PLAYER)
1731 { 1645 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1648 }
1649
1735 player_lvl_adj (who, op); /* To decrease more levels */ 1650 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1651 }
1652
1737 /* check if the spell data has changed */ 1653 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1738 esrv_update_spells (who->contr); 1655 esrv_update_spells (who->contr);
1739} 1656}
1740 1657
1741/* 1658/*
1742 * Returns how much experience is needed for a player to become 1659 * Returns how much experience is needed for a player to become
1746sint64 1663sint64
1747level_exp (int level, double expmul) 1664level_exp (int level, double expmul)
1748{ 1665{
1749 if (level > settings.max_level) 1666 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1751 return (sint64) (expmul * levels[level]); 1669 return (sint64) (expmul * levels[level]);
1752} 1670}
1753 1671
1754/* 1672/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1673 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1694 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1695 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1696 op->perm_exp = MAX_EXPERIENCE;
1779} 1697}
1780 1698
1781
1782/* Add experience to a player - exp should only be positive. 1699/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1700 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1701 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1702 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1703 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1704 * flag is what to do if the player doesn't have the skill:
1788 */ 1705 */
1789
1790static void 1706static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1707add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1708{
1793 object *skill_obj = NULL; 1709 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add; 1710 sint64 limit, exp_to_add;
1795 int i; 1711 int i;
1796 1712
1797 /* prevents some forms of abuse. */ 1713 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1714 if (op->contr->braced)
1799 exp = exp / 5; 1715 exp /= 5;
1800 1716
1801 /* Try to find the matching skill. 1717 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1718 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1719 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1720 * the players inventory.
1805 */ 1721 */
1806 if (skill_name) 1722 if (skill_name)
1807 { 1723 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1942 } 1858 }
1943 } 1859 }
1860
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1862 {
1946 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1949 } 1866 }
1950} 1867}
1951
1952
1953 1868
1954/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1871 *
1957 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1876 * these last two values are only used for players.
1962 */ 1877 */
1963
1964void 1878void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1880{
1967
1968#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1883#endif
1975 1884
1976 /* safety */ 1885 /* safety */
1977 if (!op) 1886 if (!op)
1978 { 1887 {
2017 else 1926 else
2018 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2020 * along. 1929 * along.
2021 */ 1930 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1932 }
2025} 1933}
2026 1934
2027/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1938 */
2031
2032void 1939void
2033apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2034{ 1941{
2035 object *tmp; 1942 object *tmp;
2036 sint64 loss; 1943 sint64 loss;
2058 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2059 } 1966 }
2060 1967
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1970
2063 if (level_loss < 0) 1971 if (level_loss < 0)
2064 level_loss = 0; 1972 level_loss = 0;
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066 1974
2067 op->stats.exp -= loss; 1975 op->stats.exp -= loss;
2081 if (level > MAX_SAVE_LEVEL) 1989 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1990 level = MAX_SAVE_LEVEL;
2083 1991
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1992 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1993 return 0;
1994
2086 return 1; 1995 return 1;
2087} 1996}

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